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| | Title:
6Gun
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System:
Playstation 2
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Genre:
Action
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Publisher:
TBA
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Developer:
BattleBorne Entertainment, Inc
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Release: Q2 2006 ..............................................
Online: No ..............................................
ESRB: RP (Rating Pending)
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BattleBorne is the development team behind an all new action shooter, called 6Gun. In the game you play the leader of an elite team, under the special forces GUNSLINGER project. Basically the covert unit is used when diplomacy supposedly, “fails”. So, the Government calls on the splinter group, GUNSLINGERS, to get the job done. As the leader, you’ll take on a number of enemies in four distinct campaigns, with a total of twelve levels of play. There will also be a variety of mission variations and tasks that players must complete, ranging from: Rescuing hostages from terrorists, seek and kill missions, sniping from a helicopter, parachuting operations, and demolition missions.
Killswitching Tom Clancy
The general idea of 6Gun emulates the footsteps of SOCOM or any of Tom Clancy’s games. The view is third-person with a slight over-the-shoulder style aiming system. Realistically, the game is designed with features and gameplay elements that we’ve seen before, only BattleBorne has implemented original content for action gamers.
Much of the shooting is very fast and very explosive. Unlike SOCOM or Rainbow Six, 6Gun focuses much of the action on being movie-like with a splash of realism. It’s not one of those games, though, where you’ll be shooting at enemies with extended lifebars, etc. Instead, it’s pretty much where a couple of shots give you instant kills. However, in this game measures have been taken to provide players with various ways of, at least, keeping from getting shot. Like most Ghost Recon, Rainbow Six type of games, you can hide up against the wall or take cover from behind common obstructions in the environment. Yet you get the convenient feature to shoot from just about any part of your cover spot. This is a feature which creates some interesting effects...given the setup of the environment, and the way the enemy AI behaves.
Dark looking intent
BattleBorne did a good job giving 6Gun a distinct look that borders on being sinisterly dark. The light sourcing and shadow outlines give the game a much needed edge that many military games have forgone. The environments, objects and characters have a very moody look that works well with the game’s atmosphere.
Each stage has also been designed to give players a particular kind of combat experience ranging from wall-to-wall shoot-outs, to airborne sniping. Majority of the stages appear to take players through a course of interactive stages that were also primarily designed to show-off some neat gun effects. Bullet holes, sparks and muzzle flashes are given a distinctive element to the gameplay; showcasing gunfights that actually look to drive the intensity of each mission.
Enemies that fly
The one thing that 6Gun focuses on, during firefights, is the interactive inclusion of the environment. As a standard for most action games since 2004, we’ve seen different ways to utilize the environment as a weapon. In this game there are barrels, explosives, and vehicles that can be used interactively for cover and as extended weapons. Such as tossing a grenade into a row of explosive canisters that blow up a bunker, etc.
To compliment this feature, though, is the rag-doll physics for the enemies that really give it that extra kick. Blowing up parts of the environment will actually affect enemies in the nearby area. Many of which will cause your foes to blast and fly in the air as if they had a rocket jammed up their keister. The enemy reactions give 6Gun quite the authentic feel, and hopefully there’ll be some multiplayer features present to top of the gameplay.
You can look for 6Gun to hit shelves later in the second quarter of 2006, for PC, PS2, and Xbox.
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